First off, I am loving the concept that you chose. This can be a really cool scene. I would recommend trying to work on the surface definition. As a whole, the atmosphere is starting to read but when looking at the details the surfaces break down. Work on the blends, lots of the surfaces smoothly blend into another with…
Hey folks 👋 I wanted to share a new project I’m working on: a creepy old house environment for my indie horror card game Desecrated Deck (Steam link below if you’re curious 👀). I’ve been doing hard-surface modeling for many years (props, hardsurface, clean shapes — that kinda stuff). BUT… I’ve actually never fully finished…
I just tried merging an actor which contained a ton of splinemeshes generated in a constructionscript, and it works fine. The stuff i was working on was a tree/vine generator based on L-systems which would track along geometry it hit along the way. Now the problem i face now, is how to build logic for that. Would this…
The question is, which surfaces should be straightened and which should be as close to the 3d counterpart as possible. When you flatten a surface and dont keep the "shape" of the surface in the uv, stretching/warping is inevitable. Only rectify surfaces that you dont mind having some warping. I dont have a tutorial at hand…
Hello! I'm using Maya to make my 3d models, and I'm wondering, is there a way to automatically triangulate so that each surface becomes convex? Specifically, this is needed for making collision to import to UE4. Because even slightest concave surface screws up the way unreal reads collision boxes, attached to models. It…
A little while back, I spent several months working on... Basically rocks. Lots and lots of rocks. During that time I created several ZBrushes for myself to make the process more efficient. I decided to polish them up and release them on Gumroad as a package for others to benefit from, so here we are. This package includes…
Supporting Alloy Shaders Stage 1 Let’s talk Injection Headers and Alloy Shaders. Most users are not aware that you can take advantage of some Alloy features using Unity surface shaders without needing to convert your shaders manually. It’s extremely quick to setup, you could start using the Amplify Shader Editor with Alloy…
Lately there's been a huge amount of new modelling/retopo tools added to blender "under the hood," so I thought i'd mention a few of them here. first of all, intersect functions (so helpful for architecture and mechanical modelling i can't even begin to tell you. anything hard surface/precision based): [ame]…
this is my post from the tablet pc thread. If you are thinking of getting a smaller 13wx cintiq look at the surface too.. Microsoft Surface Pro.. Gabe from Penny Arcade now uses it and so do quiet a few other artists I just got the 128GB Microsoft Surface Pro and it's great for drawing with Manga Studio, Photoshop and…
Well...since there is nothing else to hit, it hits the parts on the other side of the model...that Low really low...Max casts its rays from the cage to the geometry and uses the first hit (I know it says to use the furthest hit, but that is the furthest from the surface of the low...so it is the first hit of the ray...at…